Hey guys,
I’ve got a question that I’ve been trying to answer for a couple of days now (and I’ve been trawling the internet long and wide).
How can you render out animations that are based on a Construction Script rig, driven by an exposed variable?
In my tests I’ve got a perfectly good Blueprint Actor set up with everything created inside Construction Script and an “Offset” variable exposed in Sequencer that lets me drive individual components of that Blueprint Actor with keyframes. This works like a charm in the editor:
BUT, for some reason - that I don’t understand and that nobody seems to be mentioning anywhere online - you cannot export these animations as a movie file / image sequence. The moment I hit render, I get this:
Yes ladies and gentlemen, it’s a video, but the animation is essentially gone. And I don’t know why, or how to fix it.
From what I could gather so far, Construction Script runs only once at the start of runtime. Great, so it can’t be used for animations inside gameplay - makes total sense. That’s what Event Graphs are for.
However, I’m not after gameplay - I want to do my animation work in Sequencer and render out a good old video.
There are three boxes you’ve got to tick in order to get Construction Script animations to show up correctly in the Editor/Sequencer:
- Run Construction Script in Sequencer (inside the Blueprint Actor’s Class Settings)
- Expose to Cinematics (on the variable you want to animate in Sequencer)
- Rerun Construction Scripts (in Sequencer’s Playback Options)
So there are three commands that are aimed at making Construction Script animations run in the Sequencer and the Editor. Ergo, Construction Script animations aren’t a coding accident, they are intentional. So why would they not render out to a video file?
As I said, I couldn’t make it work after days of trying every possible combination and eventually turned to Event-Graph-driven animations, which come with their own issues. But coming from classical DCCs such as C4D/Houdini, animating a public variable linked to the Construction Script of a Blueprint Actor is definitely the more natural and ‘logical’ way. Just plain keyframes and no need to activate runtime in order to see what’s going on.
So why does it seem like UE isn’t supporting this, or am I really missing a super-obvious trick here? Maybe a console command that makes it all happen?
I’m really eager to find out